`
`Exhibit C
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 2 of 25 PageID #: 426
`
`US008206218B2
`
`(12) United States Patent
`Gutierrez Novelo
`
`(10) Patent N0.:
`(45) Date of Patent:
`
`US 8,206,218 B2
`Jun. 26, 2012
`
`3D VIDEOGAME SYSTEM
`
`(56)
`
`References Cited
`
`(54)
`
`(75)
`
`Inventor: Manuel Rafael Gutierrez Novelo,
`Nueva Santa Maria (MX)
`
`(73)
`
`Assignee: TDVision Corporation S.A. De C.V.,
`Col. Nueva Santa Maria (MX)
`
`(*)
`
`Notice:
`
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 168 days.
`
`(21)
`
`(22)
`
`(65)
`
`(63)
`
`(51)
`
`(52)
`
`(58)
`
`Appl. No.: 12/710,191
`
`Filed:
`
`Feb. 22, 2010
`
`Prior Publication Data
`
`US 2010/0151944 A1
`
`Jun. 17,2010
`
`Related US. Application Data
`
`Continuation of application No. 11/471,280, ?led on
`Jun. 19, 2006, noW Pat. No. 7,666,096, Which is a
`continuation of application No. PCT/MX03/00112,
`?led on Dec. 19, 2003.
`
`Int. Cl.
`(2006.01)
`A63F 9/24
`Us. or. .............. .. 463/30; 463/32; 463/34; 463/43;
`273/461; 345/419; 345/539; 345/653; 345/654;
`348/42; 348/47; 348/51
`Field of Classi?cation Search ................ .. 463/ 145,
`463/749, 30434, 36439, 40413, 49457; 273/108.1,
`273/127 R, 148 R, 148 B, 309, 317.1, 340,
`273/343, 348, 3614367, 461; 345/1.1*1.3,
`345/2.1*2.3, 3143.4, 24, 419, 4674469,
`345/473, 539, 5434544, 625, 636, 638, 6534656,
`345/664i666, 6824683, 686, 949950, FOR. 139,
`345/FOR. 153; 348/1415, 39, 42, 4752,
`348/115, 117, 121, 1354137, 141, 211.2,
`348/211.4, 211.7*211.8, 211.14, 211.99,
`348/576, 5884589, 719, 721, 734, E13.004,
`348/E13.064*E13.067; 375/240.15*240.16,
`375/240.25; 434/37i38, 43414, 69, 118,
`434/240, 2564257
`See application ?le for complete search history.
`
`U.S. PATENT DOCUMENTS
`4,559,555 A 12/1985 Schoolman
`(Continued)
`
`FOREIGN PATENT DOCUMENTS
`198 06 547 A ll/l998
`(Continued)
`
`OTHER PUBLICATIONS
`
`Akutsu, et al., Stereoscopic DisplayWhich Shows 3D Natural Scenes
`Without Contradiction of Accommodation and Convergence, SPIE,
`2005, vol. 5664, pp. 480-487.
`
`(Continued)
`
`Primary Examiner * Arthur O. Hall
`(74) Attorney, Agent, or Firm * Knobbe Martens Olson &
`Bear LLP
`
`(57)
`
`ABSTRACT
`
`A 3D videogame system capable of displaying a left-right
`sequences through a different, independent VGA or video
`channel, With a display device sharing a memory in an
`immerse manner. The system has a videogame engine con
`trolling and validating the image perspectives, assigning tex
`tures, lighting, positions, movements and aspects associated
`With each object participating in the game; creates left and
`right backbuffers, creates images and presents the informa
`tion in the frontbuffers. The system alloWs handling the infor
`mation of data associated to the XyZ coordinates of the
`object’s image in real-time, increases the RAM for the left
`right backbuffer, With the possibility to discriminate and take
`the corresponding backbuffer, Whose information is sent to
`the frontbuffer or additional independent display device shar
`ing a memory in an immerse manner.
`
`19 Claims, 13 Drawing Sheets
`
`Set le? view
`
`410
`
`Draw in left backbuffer
`
`Image repreSentation
`ln le? front buffer
`
`M1
`
`412
`
`Calculate n'ght pair
`coordinates
`
`Draw in backbuffer
`according to left camera 415
`
`Information display
`in right frontbuffer
`41‘
`M
`End
`subroutine
`
`417
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 3 of 25 PageID #: 427
`
`US 8,206,218 B2
`Page 2
`
`US. PATENT DOCUMENTS
`
`4/1989 Nishiya ....................... .. 702/152
`4,825,393 A *
`9/1989 Hiraoka
`4,870,600 A
`5/1990 Geshwind et a1.
`4,925,294 A
`4,962,422 A 10/1990 Ohtomo et al.
`5,355,181 A 10/1994 Ashizakiet al.
`5,430,474 A
`7/1995 Hines
`5,467,104 A 11/1995 Furness, III et al.
`5,510,832 A
`4/1996 Garcia
`5,523,886 A
`6/1996 Johnson-Williams et al.
`5,594,843 A
`1/1997 O’Neill
`5,694,530 A * 12/1997 Goto ........................... .. 345/419
`5,717,415 A *
`2/1998 Iue etal. ......................... .. 345/8
`5,734,807 A
`3/1998 Sumi
`5,745,126 A
`4/1998 Jain etal.
`5,751,927 A
`5/1998 Wason
`5,801,705 A *
`9/1998 Kato et al. .................. .. 345/419
`5,801,717 A
`9/1998 Engstrometal.
`5,867,210 A
`2/1999 Rod
`5,872,590 A
`2/1999 Aritake etal.
`5,877,840 A *
`3/1999 Yamada et al. ............. .. 351/201
`5,905,499 A
`5/1999 McDowallet al.
`5,929,859 A
`7/1999 Meijers
`5,973,704 A 10/1999 Nishiumiet a1.
`5,976,017 A 11/1999 Omoriet a1.
`5,982,375 A * 11/1999 Nelson et al. ............... .. 345/419
`5,986,667 A 11/1999 Jevans
`6,005,607 A 12/1999 Uomoriet al.
`6,031,564 A
`2/2000 Maetal.
`6,104,402 A *
`8/2000 Goddard et al. ............ .. 345/419
`6,108,029 A
`8/2000 Lo
`6,151,060 A 11/2000 Tabata
`6,175,371 B1* 1/2001 SchoulZ et al. ............. .. 345/630
`6,352,476 B2
`3/2002 Miyamoto et al.
`6,384,859 B1
`5/2002 Matsumoto et al.
`6,388,666 B1
`5/2002 Murray
`6,466,206 B1
`10/2002 Deering
`6,466,208 B1
`10/2002 Yet et al.
`6,496,183 B1
`12/2002 Bar-Nahum
`6,496,187 B1
`12/2002 Deering et al.
`6,496,598 B1
`12/2002 Harman
`6,501,468 B1* 12/2002 Kaji ............................ .. 345/419
`6,515,662 B1
`2/2003 Garland
`6,556,195 B1
`4/2003 Totsukaetal.
`6,559,844 B1
`5/2003 Alamparambil
`6,573,928 B1
`6/2003 Jones et a1.
`6,583,793 B1
`6/2003 Gouldet al.
`6,614,927 B1
`9/2003 Tabata
`6,753,828 B2* 6/2004 Tuceryan et al. ............... .. 345/8
`6,760,020 B1* 7/2004 Uchiyama et al. .......... .. 345/419
`6,760,034 B2
`7/2004 Prache
`6,765,568 B2
`7/2004 Swift et al.
`6,816,158 B1
`ll/2004 Lemelson et al.
`6,985,162 B1
`l/2006 Schinnerer et al.
`7,219,352 B2
`5/2007 Estrop
`7,254,265 B2
`8/2007 Naske et a1.
`2002/0075286 A1
`6/ 2002 YoneZawa et a1.
`2002/0154214 A1
`10/2002 Scallie et al.
`6/2003 Jeong et al.
`2003/0112327 A1
`2003/0152264 A1
`8/2003 Perkins
`2003/0179198 A1
`9/2003 Uchiyama
`
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`JP
`
`FOREIGN PATENT DOCUMENTS
`2-109493 A
`4/1990
`07-296185
`11/1995
`8-149519 A
`6/1996
`09-139957
`5/1997
`09-237353
`9/1997
`11-509998
`8/1999
`2000-020757
`1/2000
`2002-519792
`7/2002
`2003-067784
`3/2003
`
`OTHER PUBLICATIONS
`
`Ames, et al., Development of a MiniaturiZed System for Monitoring
`Vergence During Viewing of Stereoscopic Imagery Using a Head
`Mounted Display, SPIE, 2004, vol. 5291, pp. 25-35.
`
`Eichenlaub, Passive Method of Eliminating Accommodation/Con
`vergence Disparity in Stereoscopic Head Mounted Displays, SPIE,
`2005, vol. 5665, pp. 517-529.
`Fehn, Depth-Image-Based Rendering (DIBR), Compression and
`Transmission for a New Approach on 3D-TV, SPIE, 2004, vol. 5291,
`pp. 93-104.
`Hendriks, et al., Real Time Synthesis of Digital Multi Viewpoint
`Stereoscopic Images, SPIE, 1999, vol. 3639, pp. 266-276.
`Holliman, Mapping Perceived Depth to Regions of Interest in Ste
`reoscopic Images, SPIE, 2004, vol. 5291, pp. 117-128.
`Hur, et al., A Software-Based Minimum-Time Vergence Control
`Scheme for a Parallel-Axis Stereoscopic Camera, SPIE, 2004, vol.
`5599, pp. 32-40.
`Jin, et al., Creating a Comfortable Stereoscopic Viewing Experience:
`Effects of Viewing Distance and Field of View on Fusional Range,
`SPIE, 2005, vol. 5665, pp. 10-21.
`Kwon, et al., Automatic control of parallel stereoscopic camera by
`disparity compensation, SPIE, 2003, vol. 5006, pp. 417-423.
`Kwon, Automatic Vergence and Focus Control of Parallel Stereo
`scopic Camera by Cepstral Filter, Journal of Electronic Imaging,
`2004, vol. 13(2), pp. 376-383.
`Lee, et al., Parallel-Axis Stereoscopic Camera with Vergence Control
`and Multiplexing Functions, SPIE, 2003, vol. 5006, pp. 389-398.
`Lee, et al., Adaptive Stereoscopic Image Conversion of 2D Image,
`SPIE, 2001, vol. 4471, pp. 66-72.
`Lemmer, et al., Enhancement of Stereoscopic Comfort by Fast Con
`trol of Frequency Content with Wavelet Transformation, SPIE, 2003,
`pp. 283-291.
`Nam, et al., Development of the Real-Time Stereoscopic Error Cor
`rector and Convergence Controller, SPIE, 2006, vol. 60550H-l-9.
`Park, Stereoscopic Imaging Camera with Simultaneous Vergence and
`Focus Control, Opt. Eng., 2004, 43(12) 3130-3137.
`Schowengerdt, et al., Stereoscopic Retinal Scanning Laser Display
`with Integrated Focus Cues for Ocular Accommodation, SPIE, 2004,
`vol. 5291, pp. 366-376.
`Schowengerdt, et al., True 3-D Scanned Voxel Displays Using Single
`or Multiple Light Sources, Journal of the SID, 2006, Journal of the
`SID, 2006, 14/2, pp. 135-143.
`Shibata, et al., Examination of Asthenopia Recovery Using Stereo
`scopic 3-D display with Dynamic Optical Correction, SPIE, 2006,
`vol. 6055, pp. 60550E-1-8.
`Shibata, et al., Stereoscopic 3-D Display with Dynamic Optical Cor
`rection for Recovering from Asthenopia, SPIE, 2005, vol. 5664, pp.
`1-9.
`Sun, et al., Evaluating Methods for Controlling Depth Perception in
`Stereoscopic Cinematography, SPIE, 2009, vol. 7237 pp. 723701-1
`12.
`Tam, et al., Depth Image Based Rendering for Multiview Stereo
`scopic Displays: Role of Information at Object Boundaries, SPIE,
`2005, vol. 6016, pp. 601609-1-11.
`TZovaras, et al., Object-Based Coding of Stereo Image Sequences
`using Joint 3-D Motion/Disparity Segmentation, 1995, SPIE, vol.
`2501, pp. 1678-1689.
`Um, et a1 ., Investigation of the Effect of Disparity-Based Asymmetri
`cal Filtering on Stereoscopic Video, SPIE, 2004, vol. 5150, pp. 110
`1 18.
`Ware, et al., Algorithm for Dynamic Disparity Adjustment, SPIE,
`1995, vol. 2409, pp. 150-156.
`Watt, et al., Achieving near-correct focus cues in a 3-D display using
`multiple image planes, SPIE, 2005, vol. 5666, pp. 393-401.
`Gotoh, H. “Gotoh Hiroshige’s Monthly Report,” DOS/V Power
`Report, Japan, Impress Corporation, Jul. 1, 2003, vol. 13, No. 7, pp.
`125-126.
`Scribner, et al., The Effect of Stereoscopic and Wide Field of View
`Conditions on Teleoperator Performance, Army Research Labora
`tory, Mar. 1998, pp. l-40.
`Heath, Jenny, Virtual Reality Resource Guide, Al Expert, May 1994,
`vol. 9, pp. l-45.
`Rodriguez, et al., Full Window Stereo, J. Mol. Graphics Mod., 1999,
`vol. 17, pp. 319-314.
`Liao, et al., The Design and Application of High-Resolution 3D
`Stereoscopic Graphics Display on PC, The 8th International Confer
`ence in Central Europe on Computer Graphics, Visualization and
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 4 of 25 PageID #: 428
`
`US 8,206,218 B2
`Page 3
`
`interactive Digital Media 2000, PlZen (Pilsen), Czech Republic, Feb.
`7-11, 2000, pp. 1-7 [retrieved from http://Wscg.Zcu.cZ/Wscg2000/
`PapersJOOO/Ripd?-
`Bourke, Paul, 3D Stereo Rendering Using OpenGL (and GLUT),
`Nov. 1999 (7 pages).
`
`Microsoft DirectX 8.1 (C++), Programmers Guide, available from
`wwwsc.ehu.es/ccwgamao/docencia/Material/hoy/Direct3D,
`Jun.
`17, 2002 (406 pages).
`
`* cited by examiner
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 5 of 25 PageID #: 429
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 1 0113
`
`US 8,206,218 B2
`
`10
`
`/"11
`
`moo
`
`run
`
`(102/12
`
`/13
`E93 @ GU11;
`
`/14
`
`/15 %/16
`
`FIG. 1
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 6 of 25 PageID #: 430
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 2 0f 13
`
`US 8,206,218 B2
`
`videogame I 20
`
`graphics
`engine
`
`graphics
`engine
`
`2D source
`code
`
`30 source
`code
`
`23
`
`24
`
`Effects
`code
`
`26
`
`Music
`code
`
`27
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 7 of 25 PageID #: 431
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 3 0f 13
`
`US 8,206,218 B2
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 8 of 25 PageID #: 432
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 4 0f 13
`
`US 8,206,218 B2
`
`do
`
`41
`
`42
`
`43
`
`Videpgame
`software
`Implementation
`
`Programming
`language: 0, C++,
`Visual Basic, others
`
`....~._...L_...._.
`Videogame
`source code
`
`WL, .
`Game logic,
`characteristics,
`objects, sounds,
`events
`
`l
`
`4‘
`
`Actions and
`events handling
`
`Windows AF’l
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 9 of 25 PageID #: 433
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 5 0f 13
`
`US 8,206,218 B2
`
`Set le? buffer
`
`TDVision
`technology?
`
`401
`
`‘
`
`End subroutine
`
`Set right buffer
`
`Fig. 4a
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 10 of 25 PageID #: 434
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 6 6f 13
`
`US 8,206,218 B2
`
`Set left view
`
`- $18
`
`Draw in left backbuffer
`
`A,"
`
`mag representation -
`in left front buffer
`
`.
`
`412
`
`.
`
`v
`
`
`
`' 413
`
`j
`
`'
`
`.
`
`..
`
`,
`
`_
`
`,
`
`Calculate right pair , , "
`
`
`
`
`
`
`
`Draw in backbuffer'
`according to ieft camera
`
`415
`
`lm‘ormatton display
`inrightfrontbuffer
`
`I
`
`' 41$
`
`End
`subroutine
`
`41?
`
`Fig. 4b
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 11 of 25 PageID #: 435
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 7 0f 13
`
`US 8,206,218 B2
`
`:
`
`
`
`i I
`
`CPU
`
`' 5B
`
`52
`
`Memory
`
`_
`
`‘
`
`Memory dn'ver
`
`Hil
`
`Audio driver
`
`,
`
`[Tnput/Output driver
`
`Graphics driver
`
`63 v
`
`..
`
`‘ Speaker 1
`
`I Disk port ‘
`
`54
`
`86
`
`'
`
`3DVisor l
`
`69
`
`69b
`
`57
`
`Fig. 5a
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 12 of 25 PageID #: 436
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 8 0f 13
`
`US 8,206,218 B2
`
`560
`
`801
`
`m2
`
`'
`
`Graphics hardware
`Change to TDVision
`compiler needed
`
`Fig. 5b
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 13 of 25 PageID #: 437
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 9 0f 13
`
`US 8,206,218 B2
`
`TDVision with DirectX 30 Algorithm
`
`600
`
`Load surface and texture information
`
`.
`
`I...
`
`1
`
`601
`
`Load meshes information
`
`,
`
`,
`
`.
`
`,m,
`
`m; Create TDVision baokbuffer
`
`m.
`
`7.
`
`l .
`
`603 Apply initial coordinates
`
`- r-m- L v I
`‘394 Apply game logic
`
`J
`
`H
`
`5°‘ Arti?cial intelligence validation
`
`m
`393 Positions calcuiation
`
`W Coiiisions veri?cation
`
`I
`
`I
`w.
`608 Draw information in TDVision backbuffer
`and dispiay on screen
`in
`
`Fig. 6
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 14 of 25 PageID #: 438
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 10 0f 13
`
`US 8,206,218 B2
`
`OpenGL Algorithm
`
`Display flow
`
`70
`
`73
`Commands
`
`Display lists
`
`75
`
`74
`
`Textures memory
`
`71
`
`Geometry
`
`-
`
`72
`
`Pixel operations
`
`78
`7'!
`Rasterizing H Vertex operations
`
`Fragment operations
`
`Frame buffer
`
`Fig. 7a
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 15 of 25 PageID #: 439
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 11 0113
`
`US 8,206,218 B2
`
`Algoriihr'n
`
`: Windows program
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 16 of 25 PageID #: 440
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 12 0f 13
`
`US 8,206,218 B2
`
`“mm
`Clean backbuffer
`
`81
`
`an
`TDVision OpenGL
`algorithm
`
`82
`
`i 33
`
`w
`backbuffer
`Loc
`backbuffer
`
`84
`
`1
`
`Display
`
`scene
`
`85 "
`
`Unlock
`backbuffer
`
`3:5
`
`Unick
`baqkuffe'pinter‘
`
`-
`
`.
`
`.
`
`i
`
`-
`
`97
`t[)Jisilay
`ac buffer to
`?rst surface, left
`exit
`
`803
`Display
`backbuffer to
`?rstsurface,
`right exit
`
`Ian
`backer.
`Get pointefor ‘v
`bckfier
`
`'j
`
`LOCK
`
`I
`
`m backbuer
`
`m GetTDin z
`coordinates
`
`865
`
`Display
`scene
`
`_
`m b21250;
`a _u er
`Unlock
`backbuffer pointer
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 17 of 25 PageID #: 441
`
`US. Patent
`
`Jun. 26, 2012
`
`Sheet 13 0f 13
`
`US 8,206,218 B2
`
`Changes for TDVision video card compilation so
`
`Normal loft
`baokbuffer
`
`Right
`TDVis ion
`backbuffer
`
`First
`normal left
`buffer
`
`Monitor
`connected to
`VGA 1 output
`
`95
`
`3D Visor
`connected to
`VGA 2 output
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 18 of 25 PageID #: 442
`
`US 8,206,218 B2
`
`1
`3D VIDEOGAME SYSTEM
`
`RELATED APPLICATIONS
`
`This application is a continuation of copending US. appli
`cation Ser. No. 11/471,280, titled “3D Videogame System,”
`?led Jun. 19, 2006, Which is a continuation of PCT Applica
`tion PCT/MX2003/000112 ?led on Dec. 19, 2003, published
`in the Spanish language. The disclosures of all the above
`referenced applications, publications, and patents are consid
`ered part of the disclosure of this application, and are incor
`porated by reference herein in their entirety.
`
`FIELD OF THE INVENTION
`
`The present invention is related to the display of three
`dimensional television images, more speci?cally to a hard
`Ware and software design for vieWing three-dimensional (3D)
`images, easy to be integrated to the existing television, per
`sonal computer and videogame system equipment.
`
`BACKGROUND OF THE INVENTION
`
`The visual man-machine interface is constantly trying to
`improve the images for a Wide range of applications: military,
`biomedical research, medical imaging, genetic manipulation,
`airport security, entertainment, videogames, computing, and
`other display systems.
`Three-dimensional (3D) information is the key for achiev
`ing success in critical missions requiring realistic three-di
`mensional images, Which provide reliable information to the
`user.
`Stereoscopic vision systems are based on the human eye’s
`ability to see the same object from tWo different perspectives
`(left and right). The brain merges both images, resulting in a
`depth and volume perception, Which is then translated by the
`brain into distance, surface and volumes.
`In the state-of-the-art, several attempts have been made in
`order to achieve 3D images, e.g., the folloWing technologies
`have been used:
`Red-blue polariZation
`Vertical-horizontal polarization
`Multiplexed images glasses.
`3D virtual reality systems
`Volumetric displays
`Auto-stereoscopic displays
`All of the aforementioned technologies have presentation
`incompatibilities, collateral effects and a lack of compatibil
`ity With the current existing technology.
`For example, red-blue polariZation systems require, in
`order to be Watched, a special projector and a large-siZe White
`screen; after a feW minutes, collateral effects start appearing,
`such as headache, diZZiness, and other symptoms associated
`to images displayed using a three-dimensional effect. This
`technology Was used for a long time in cinema display sys
`tems but, due to the problems mentioned before, the system
`Was eventually WithdraWn from the market. Collateral symp
`toms are caused by the considerable difference in the content
`received by the left eye and the right eye (one eye receives
`blue-polariZed information and the other receives red-polar
`iZed information), causing an excessive stress on the optical
`nerve and the brain. In addition, tWo images are displayed
`simultaneously. In order to be Watched, this technology
`requires an external screen and the use of polariZed color
`glasses. If the user is not Wearing red-blue glasses, the three
`dimensional effect cannot be Watched, but instead only
`double blurry images are Watched.
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`50
`
`55
`
`60
`
`65
`
`2
`The horizontal-vertical polariZation system merges tWo
`images taken by a stereoscopic camera With tWo lenses; the
`left and right images have a horiZontal and vertical polariza
`tion, respectively. These systems are used in some neW cin
`ema theaters, such as Disney® and IMAX®3D theaters. This
`technology requires very expensive production systems and
`is restricted to a dedicated and selected audience, thus reduc
`ing the market and ?eld of action. A special interest in the
`three-dimensional (3D) format has groWn during the past
`three years; such is the case of Tom Hanks’ productions and
`Titanic, Which have been produced With 3D content by
`IMAX3D technology. HoWever, this technology also results
`in collateral effects for the user after a feW minutes of display,
`requires an external screen and uses polariZed glasses; if the
`user is not Wearing these glasses, only blurred images can be
`Watched.
`Systems using multiplexed-image shutting glasses tech
`nology toggle left and right images by blocking one of these
`images, so it cannot get to the corresponding eye for a short
`time. This blocking is synchronized With the image’s display
`(in a monitor or TV set). If the user is not Wearing the glasses,
`only blurred images are seen, and collateral effects become
`apparent after a feW minutes. This technology is currently
`provided by (among others), BARCO SYSTEMS for Mer
`cedes BenZ®, Ford® and Boeing® companies, by providing
`a kind of “room” to create 3D images by multiplexing (shutter
`glasses) in order to produce their prototypes before they are
`assembled in the production line.
`3D virtual reality systems (VR3D) are computer-based
`systems that create computer scenes that can interact With the
`user by means of position interfaces, such as data gloves and
`position detectors. The images are computer generated and
`use vector, polygons, and monocular depth reproduction
`based images in order to simulate depth and volume as cal
`culated by softWare, but images are presented using a helmet
`as a displaying device, placed in front of the eyes; the user is
`immersed in a computer generated scene existing only in the
`computer and not in the real World. The name of this com
`puter-generated scene is “Virtual Reality”. This system
`requires very expensive computers, such as SGI Oxygen® or
`SGI Onyx Computers®, Which are out of reach of the com
`monuser. Serious games and simulations are created With this
`technology, Which generates left-right sequences through the
`same VGA or video channel, the softWare includes speci?c
`instructions for toggling video images at on-screen display
`time at a 60 HZ frequency. The videogame softWare or pro
`gram interacts directly With the graphics card.
`There is a technology called I-O SYSTEMS, Which dis
`plays multiplexed images in binocular screens by means of a
`left-right multiplexion system and toggling the images at an
`80 to 100 HZ frequency, but even then the ?icker is perceived.
`Only a feW manufacturers, such as Perspectra Systems®,
`create volumetric display systems. They use the human eye
`capability to retain an image for a feW milliseconds and the
`rotation of a display at a very high speed; then, according to
`the vieWing angle, the device shoWs the corresponding image
`turning the pixels’ color on and off, due to the display’s high
`speed rotation the eye can receive a “?oating image”. These
`systems are very expensive (the “sphere” costs approximately
`50,000 USD) and require speci?c and adequate softWare and
`hardWare. This technology is currently used in military appli
`cations.
`Auto-stereoscopic displays are monitors With semi-cylin
`drical lines running from top to bottom and are applied only to
`front and back images; this is not a real third dimension, but
`only a simulation in tWo perspective planes. Philips® is cur
`rently Working in this three-dimension technology as Well as
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 19 of 25 PageID #: 443
`
`US 8,206,218 B2
`
`3
`SEGA® in order to obtain a technological advantage. Results
`are very poor and there is a resolution loss of 50%. This
`technology is not compatible With the present technological
`infrastructure and requires total replacement of the user’s
`monitor. Applications not speci?cally created for this tech
`nology are displayed blurred, making them totally incompat
`ible With the inconveniences of the current infrastructure. In
`order to Watch a 3D image, the vieWer needs to be placed at an
`approximate distance of 16" (40.64 cm), Which varies accord
`ing to the monitor’s siZe, and the vieWer must look at the
`center of the screen perpendicularly and ?x his/her sight in a
`focal point beyond the real screen. With just a little deviation
`of the sight or a change in the angle of vision, the three
`dimensional effect is lost.
`In the state-of-the-art, there are several patents, Which are
`involved in the development of this technology, namely:
`U.S. Pat. No. 6,593,929, issued on Jul. 15, 2003 and Us.
`Pat. No. 6,556,197, issued onApr. 29, 2003, granted to Timo
`thy Van Hook, et al., refer to a loW cost video game system
`Which can model a three-dimensional World and project it on
`a tWo-dimensional screen. The images are based on inter
`changeable vieWpoints in real-time by the user, by means of
`game controllers.
`U.S. Pat. No. 6,591,019, issued on Jul. 8, 2003, granted to
`Claude Comair et al., uses the compression and decompres
`sion technique for the transformation of a matrix into 3D
`graphical systems generated by a computer. This technique
`consists in converting real numbers matrixes into integer
`matrixes during the Zeroes search Within the matrix. The
`compressed matrixes occupy a much smaller space in
`memory and 3D animations can be decompressed in real-time
`in an ef?cient manner.
`U.S. Pat. No. 6,542,971, issued onApr. 1, 2003, granted to
`David Reed, provides a memory access system and a method
`Which uses, instead of an auxiliary memory, a system With a
`memory space attached to a memory Which Writes and reads
`once the data input from one or more peripheral devices.
`U.S. Pat. No. 6,492,987, issued on Dec. 10, 2002, granted
`to Stephen Morein, describes a method and device for pro
`ces sing the elements of the objects not represented. It starts by
`comparing the geometrical properties of at least one element
`of one object With representative geometric properties by a
`pixels group. During the representation of the elements of the
`object, a neW representative geometric property is determined
`and is updated With a neW value.
`U.S. Pat. No. 6,456,290, issued on Sep. 24, 2002, granted
`to Vimal Parikh et al., provides a graphical system interface
`for the application of a use and learning program. The char
`acteristic includes the unique representation of a vertex Which
`alloWs the graphic line to retain the vertex status information,
`projection matrix and immersion buffer frame commands are
`set.
`Any videogame is a softWare program Written in some
`computer language. Its objective is to simulate a non-existent
`World and take a player or user into this World. Most videoga
`mes are focused in enhancing the visual and manual dexterity,
`pattern analysis and decision taking, in a competitive and
`improvement (di?iculty level) environment, and are pre
`sented in large scenarios With a high artistic content. As a
`game engine, most videogames are divided into the folloWing
`structure: videogame, game library With graphics and audio
`engines associated, the graphical engine contains the 2D
`source code and the 3D source code, and the audio engine
`contains the effects and music code. Every block of the game
`engine mentioned is executed in a cyclic Way called a game
`loop, and each one of these engines and libraries is in charge
`of different operations, by example:
`
`4
`Graphics engine: displays images in general
`2D source code: static images, “backs” and “sprites”
`appearing in a videogame screen.
`3D source code: dynamic, real-time vector handled
`images, processed as independent entities and With xyZ coor
`dinates Within the computer-generated World.
`Audio engine: sound playback
`Effects code: When special events happen, such as explo
`sions, crashes, jumps, etc.
`Music code: background music usually played according
`to the videogame’s ambience.
`The execution of all these blocks in a cyclic Way alloWs the
`validation of current positions, conditions and game metrics.
`As a result of this information the elements integrating the
`videogame are affected.
`The difference betWeen game programs created for game
`consoles and computers is that originally, the IBM PC Was not
`created for playing in it. Ironically, many of the best games
`run under an IBM PC-compatible technology. If We compare
`the PCs of the past With the videogames and processing
`capabilities of the present, We could say that PCs Were com
`pletely archaic, and it Was only by means of a loW-level
`handling (assembly language) that the ?rst games Were cre
`ated, making direct use of the computer’s graphics card and
`speaker. HoWever, the situation has changed. The processing
`poWer and graphics capabilities of present CPUs, as Well as
`the creation of cards specially designed for graphics pro
`cesses acceleration (GPUs) have evolved to such a degree that
`they surpass by far the characteristics of the so-called super
`computers in the 1980s.
`In 1996, a graphics acceleration system knoWn as “hard
`Ware acceleration” Was introduced Which included graphics
`processors capable of making mathematical and matrix
`operations at a high speed. This reduced the main CPU’s load
`by means of card-speci?c communications and a program
`ming language, located in a layer called a “Hardware Ab strac
`tion Layer” (HAL). This layer alloWs the information han
`dling of data associated to real-time xyZ coordinates, by
`means of coordinate matrixes and matrix mathematical
`operations, such as addition, scalar multiplication and ?oat
`ing point matrix comparison.
`
`20
`
`25
`
`30
`
`35
`
`40
`
`45
`
`BRIEF DESCRIPTION OF THE INVENTION
`
`An object of the present invention is to solve the incom
`patibility problems of the technologies for a three-dimen
`sional image display.
`Another object of the present invention is to provide a
`multi-purpose technology Which alloWs the ?nal user to
`Watch video images, computer graphics, videogames and
`simulations With the same device.
`An additional object of the present invention is to provide
`a technology Which eliminates the collateral effects produced
`after Watching the three-dimensional images provided by the
`present technologies, even for hours of constant use.
`It is an additional object of the present invention to provide
`a technologically advanced integration in softWare by the
`creation of a pair of buffers corresponding to the left eye and
`the right eye, and hardWare With an additional, independent
`display device Which shares the memory in an immerse form,
`along With digital video image processors.
`It is another object of the present invention to display the
`image physically on-screen by means of tWo front buffers
`created by graphics process units or GPUs.
`
`50
`
`55
`
`60
`
`65
`
`
`
`Case 1:17-cv-00386-VAC-CJB Document 47-3 Filed 03/23/18 Page 20 of 25 PageID #: 444
`
`US 8,206,218 B2
`
`5
`Is still another object of the present invention to obtain
`brain perceptions of depth and volume With highly realistic
`images, even if they are created by computer graphics soft
`Ware.
`Is still other object of the present invention to provide a
`TDVision® algorithm to create highly realistic computer
`images.
`It is another object of the present invention to make
`changes in the current technological base to create a neW
`digital imaging process With optical techniques in order to
`achieve a real image perception by setting the vieW of a right
`side camera.
`It is another object of the present invention to achieve
`digital media convergence, Wherein a DVD-playing com
`puter, a movie-producing laptop, the video-image transmis
`sion capability of the internet, and PC and video game con
`soles can be used in the intemet structure.
`It is another object of the present invention to provide a neW
`assembly language algorithm, analog and digital hardWare to
`obtain the best adaptation to the existing technologies’ 3D
`equipment.
`It is still another object of the present invention to provide
`three-dimensional visual computer systems for the genera
`tion of stereoscopic images by means of animation, display
`and software modeling.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 shoWs the TDVision® videogame technology map.
`FIG. 2 shoWs the main structure for a videogame based on
`the previous art.
`FIG. 3 shoWs the one embodiment of a three-dimensional
`element for constructing an object in a certain position in
`space.
`FIG. 4 shoWs the development outline of a videogame
`program based on the OpenGL and DirecTX API functions
`technologies.
`FIG. 4a shoWs a block diagram of one embodiment of an
`algorithm for creating the left and right buffers, and addition
`ally discriminating if TDVision technology is used.
`FIG. 4b shoWs a block diagram of a subroutine for setting
`the right camera vieW after draWing an image in the right
`backbuffer as a function of the right camera vector. The sub
`routine also discriminates if the TDVision technology format
`is used.
`FIG. 5 shoWs a block diagram of the computing outline of
`the modi?cations to the graphical adapter for compiling the
`TDVision technology. It also alloWs the communication and
`contains the programming language and alloWs the informa
`tion handling of the data associated With the images set.
`FIG. 6 represents a block diagram of an algorithm Which
`alloWs the draWing of information in the TDVi sion backbuffer
`and presenting it